extern cvar_t r_waterwarp;
extern cvar_t r_textureunits;
+extern cvar_t r_glsl;
+extern cvar_t r_glsl_offsetmapping;
+extern cvar_t r_glsl_offsetmapping_scale;
+extern cvar_t r_glsl_offsetmapping_bias;
+extern cvar_t r_glsl_usehalffloat;
+extern cvar_t r_glsl_surfacenormalize;
+
extern cvar_t gl_polyblend;
extern cvar_t gl_dither;
void R_QueueTextureSurfaceList(entity_render_t *ent, struct texture_s *texture, int texturenumsurfaces, const struct msurface_s **texturesurfacelist, const vec3_t modelorg);
void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces);
+#define SHADERPERMUTATION_DELUXEMAPPING (1<<0) // (lightmap) use directional pixel shading
+#define SHADERPERMUTATION_LIGHTSOURCE (1<<1) // (lightsource) indicates this is lightsource rendering mode
+#define SHADERPERMUTATION_FOG (1<<2) // tint the color by fog color or black if using additive blend mode
+#define SHADERPERMUTATION_COLORMAPPING (1<<3) // indicates this is a colormapped skin
+#define SHADERPERMUTATION_SPECULAR (1<<4) // (lightsource or deluxemapping) render specular effects
+#define SHADERPERMUTATION_CUBEFILTER (1<<5) // (lightsource) use cubemap light filter
+#define SHADERPERMUTATION_OFFSETMAPPING (1<<6) // adjust texcoords to roughly simulate a displacement mapped surface
+#define SHADERPERMUTATION_SURFACENORMALIZE (1<<7) // (lightsource or deluxemapping) improved bumpmapping
+#define SHADERPERMUTATION_GEFORCEFX (1<<8) // use half vector types if available (NVIDIA specific)
+#define SHADERPERMUTATION_COUNT (1<<9) // how many permutations are possible
+
+typedef struct r_glsl_permutation_s
+{
+ // indicates if we have tried compiling this permutation already
+ qboolean compiled;
+ // 0 if compilation failed
+ int program;
+ int loc_Texture_Normal;
+ int loc_Texture_Color;
+ int loc_Texture_Gloss;
+ int loc_Texture_Cube;
+ int loc_Texture_FogMask;
+ int loc_Texture_Pants;
+ int loc_Texture_Shirt;
+ int loc_Texture_Lightmap;
+ int loc_Texture_Deluxemap;
+ int loc_FogColor;
+ int loc_LightPosition;
+ int loc_EyePosition;
+ int loc_LightColor;
+ int loc_Color_Pants;
+ int loc_Color_Shirt;
+ int loc_FogRangeRecip;
+ int loc_AmbientScale;
+ int loc_DiffuseScale;
+ int loc_SpecularScale;
+ int loc_SpecularPower;
+ int loc_OffsetMapping_Scale;
+ int loc_OffsetMapping_Bias;
+}
+r_glsl_permutation_t;
+
+// information about each possible shader permutation
+extern r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT];
+// currently selected permutation
+r_glsl_permutation_t *r_glsl_permutation;
+
+void R_GLSL_CompilePermutation(int permutation);
+void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt);
+
#endif